Computer Implemented Athletic Training Method

ABSTRACT

An athletic training method is implemented in a computer program to produce audio content which directs an athlete through a random sequence of actions for training purposes. A computer memory stores a plurality of action items representing actions to be performed, each having a respective audio cue associated therewith for instructing the user. The program creates a randomized sequence of the action items according to a user selected criteria. In one embodiment the program stores the associated audio cues as an output file for playback on any suitable audio playback device. In an alternative embodiment, a dedicated training device executes the training method of the computer program thereon to create the randomized sequence of action items and output the audio cue associated with each action item for direct playback to the user in real time instead of storing as an output file.

This application claims the benefit under 35 U.S.C. 119(e) of U.S. provisional application Ser. No. 61/495,514, filed Jun. 10, 2011.

FIELD OF THE INVENTION

The present invention relates to an athletic training system and method implemented as a computer program executed on a computer device to generate a randomized sequence of audio cues representing instructions for a user to perform a random sequence of actions, for example generating a list of audio cues including shoot, dribble, lay-up and the like when training a basketball player.

BACKGROUND

It is common for athletes in most sports to train by practicing various skills through repetition. For illustrative purposes only, and without limiting the applicability of the invention to other sports, reference will be made to basketball in explaining the invention and its advantages. This invention however can be applied and can be of benefit to any athlete who participates in any other sport.

In the sport of basketball for example, it is common for players to train by repeatedly shooting the ball at the net as well as repeating various other actions such as specific dribbling manoeuvres, lay-ups and the like. It is also desirable to practice each of the different manoeuvres from different positions relative to the basketball court and the basketball net. When practicing alone however, the athlete wastes much of their concentration on keeping track of which actions and how many actions have been performed which results on less concentrated attention on the actual action to be performed. Furthermore, even when the athlete attempts to keep track of the actions performed, the resulting training session is frequently imbalanced and lacks specific attention to actions where the athlete needs more training than others. In addition, when the athlete decides themselves which actions to perform, they perform the action in a prepared state instead of the randomness of actions to be performed in an actual game setting. Self training by the athlete thus does not train the athlete under the same mental conditions as in an actual game such that the effect of the training is further diminished.

U.S. Pat. Nos. 7,163,489 by Nelson and 7,850,514 by Weber describe training devices arranged to provide a user with a training routine so that the users can concentrate on the technique of their actions instead of remembering which actions and how many actions have been performed. Each of the devices is in the form of a dedicated device which is costly and does not permit a user to take advantage of tools they may already possess. Furthermore, the devices have limited ability for the user to customize according to selected criteria such that the users cannot target specific actions to be trained more than others in a significantly beneficial manner.

U.S. Pat. No. 6,227,968 relates to a game apparatus in which a user is prompted to perform various dance steps according to a routine prescribed by the apparatus. The device is not adaptable to training athletes in different types of sports.

SUMMARY OF THE INVENTION

According to one aspect of the invention there is provided an athletic training method implemented in a computer program, the method comprising:

retrieving from a computer memory a plurality of action items representing actions to be performed by a user in which each action item includes a respective audio cue associated therewith which is arranged to instruct a user to perform the action;

creating a randomized sequence of the action items according to a user selected criteria; and

storing the audio cues associated with the action items of the randomized sequence as audio content in an output file arranged for playback on an audio playback device.

By storing the randomized sequence in an output file, the file can be repeatedly played in the same form previously generated on any one of various tools the user may already possess such as an MP3 digital music player, a cell phone, or other portable electronic devices. Use of user selected criteria subsequent to the list of actions already being selected allows some actions to be presented to the user more frequently than others for target training specific actions in a manner unseen in the prior art.

The randomized sequence of the action items may be created according to the user selected criteria by creating a preliminary sequence of the action items having a random order and then modifying the preliminary sequence into the randomized sequence such that the user selected criteria is met. The preliminary sequence may be modified into the randomized sequence such that both the user selected criteria and a prescribed criteria of the computer program are met.

The method may further include retrieving from the computer memory a plurality of locations representing a designated location for the actions to be performed by the user and associating each individual action item in the randomized sequence with one of the plurality of locations.

Preferably descriptive content in the output file may be stored in which the descriptive content identifies the randomized sequence of action items used to form the output file.

The method may further include receiving modified criteria from the user subsequent to creating the output file, modifying the randomized sequence of action items obtained from the descriptive content of the output file such that the modified criteria is met, and creating a new output file corresponding to the modified criteria.

A plurality of different output files may be stored corresponding to different user selected criteria in a computer storage device.

The randomized sequence of the action items may be created according to the user selected criteria comprising a designated frequency of each of the action items in the randomized sequence.

The randomized sequence of the action items may be created according to the user selected criteria comprising: i) a designated frequency of some of the action items relative to other ones of the action items in the randomized sequence, ii) a designated duration of each of the action items in the randomized sequence, iii) a duration of the audio content of the output file, or iv) any combination thereof.

Some of the action items may be associated with a duration which is greater than other ones of the action items.

A random duration may be associated with individual ones of the action items in the randomized sequence.

The method may further include retrieving user selected action items from the plurality of action items and only including the user selected action items in the randomized sequence.

New action items customized by the user may be stored with the plurality of action items in the computer memory prior to retrieving the action items for use in the randomized sequence.

The audio cues may be defined as text such that the audio content in the output file is generated using a text-to-speech algorithm.

Each audio cue may be defined as a recorded audio file associated with the respective action item.

The user selected criteria may be retrieved from the user through a web-based interface.

The method may further include associating a video file with each action item which represents the action to be performed by the user and arranging the video files of the user to view the video files through a user interface through which the user selected criteria is arranged to be received from the user.

Characteristics of the randomized sequence may be displayed to the user prior to storing the audio cues in the output file.

According to a second aspect of the present invention there is provided a computer program executable in a computer device comprising instructions adapted to cause the computer device to:

retrieve from a computer memory a plurality of action items representing actions to be performed by a user in which each action item includes a respective audio cue associated therewith which is arranged to instruct a user to perform the action;

create a randomized sequence of the action items according to a user selected criteria; and

store the audio cues associated with the action items of the randomized sequence as audio content in an output file arranged for playback on an audio playback device.

In a preferred embodiment, the computer program also retrieves from the computer memory a plurality of locations representing a designated location for the actions to be performed by the user such that each individual action item in the randomized sequence can be associated with one of the plurality of locations. This is particularly suited to training a basketball player as it allows presenting the user with some repeated action cues but from different locations such as shooting from a first location followed by shooting from a second location at a later time in the sequence of actions. The unpredictable nature of the actions and the location of the actions together provide a more realistic training environment that better prepares the athlete mentally for real game situations.

According to a third aspect of the present invention there is provided a training device comprising:

a portable housing;

an audio output supported by the housing; and

a computing device supported in the housing and being adapted to:

-   -   retrieve from a computer memory a plurality of action items         representing actions to be performed by a user in which each         action item includes a respective audio cue associated therewith         which is arranged to instruct a user to perform the action;     -   create a randomized sequence of the action items according to a         user selected criteria; and     -   identify the audio cue associated with each action item of the         randomized sequence; and     -   output the audio cues as audio content to the user through the         audio output.

More particularly, the invention relates to a software program and/or accompanying device enabling a coach or an athlete to design and execute an individualized athletic workout, including, but not limited to basketball, fitness training, volleyball, and any other known athletic activity. It is used by the athlete in the form of a digital audio file, who hears a series of randomly generated commands to move between different positions and execute sport specific actions. The duration of each exercise, the frequency of each exercise in the program, the relative frequencies between exercises and the interval between each of the actions is adjusted and predetermined by the designer of the exercise program such as a coach or an athlete himself. The activities and positions are chosen from an integrated library of exercises and/or they are custom designed and integrated into the exercise program by utilizing an integral text to speech engine. The activities and positions are then randomly selected by the program, the randomness being manipulated and controlled by time and frequency adjustments, providing the athlete with an exercise program unique to that athlete that matches his or her level of ability and skill and ensures appropriate progression of both. The relative positions used in the exercise program are identified by a series of targets numbered one through five and placed strategically within the play area. The randomly generated sounds are played back through a variety of means such as an mp3/mp4 player, ipod, cell phone, smart phone and the like.

Some embodiments of the invention will now be described in conjunction with the accompanying drawings in which:

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a flow chart which schematically represents a computer program according to the present invention.

FIG. 2 is a schematic representation of a graphical user interface of the computer program.

FIG. 3 is a schematic representation of a device dedicated for executing the computer program according to the present invention.

In the drawings like characters of reference indicate corresponding parts in the different figures.

DETAILED DESCRIPTION

Although the present invention is capable of aiding the design of meaningful exercise programs for a wide variety of sports activities and disciplines this invention is ideally suited to the game of basketball and its training needs. Therefore the first embodiment of the present invention and its method will be described using basketball terms and exercises common to coaches and those familiar to the art.

Referring to the accompanying figures, there is illustrated an athletic training method which is implemented in a computer program. As shown in the embodiment of FIG. 3 the invention may comprise a dedicated training device 10 for executing the computer program and for outputting audio resulting from the program directly from the device. In alternative embodiments, the program may be executed on any suitable computer device to produce an output file having audio content playable on any suitable audio enabled device, for example portable mp3 players or cell phones and the like.

In all embodiments, the program 12 works with a library 14 stored in computer memory. The library stores a plurality of action items representing actions to be performed by a user training with the device. When applied basketball the various actions include shooting, various dribbling exercises, performing lay-ups, and the like. In addition to action items, the library also stores a plurality of locations arranged to be associated with the actions. When applied to basketball, the locations typically represent different designated spots on a basketball court. When the locations are associated with the actions, the user is instructed to perform the specified action from the designated location.

Each of the locations and actions stored in the library include an audio cue associated therewith which forms the audio content of the resulting output file of the program. In some instances, the audio cue may be in the form of text that the program sends to a suitable text-to-speech algorithm 16 to generate the required audio content for the output file. In alternative embodiments, the audio cues comprise pre-recorded sound clips which are directly sent to the assembled output file of the program to directly form the audio content of the output file.

The various actions in the library may also be associated with video clips which demonstrate the action to a user viewing the video.

The content in the library is arranged to be updated and customized by various forms. The updates may come from a service provider's website 18, from other users submitting content through the service provider's website, through sponsored content 20, or through customization entered by the user of the program through a suitable user interface 22.

The user interface 22 is typically a graphical display which is visually displayed to a user through a computer screen of the computer device executing the computer program or through a respective screen on a dedicated device 10 as shown in FIG. 3. An example of the graphical user interface is shown in FIG. 2. The interface 22 may also be displayed to the user through a web or internet interface connection such that the program is operated on a remote server communicating with a terminal operated by the user over the internet.

The user interface includes various menu functions 24 which allow a user to customize the information in the library which is displayed by the user interface. The graphical display thus includes an area for displaying the various locations and actions stored in the database. A frequency adjustment 25 is associated with each of the actions and locations which allows a user to adjust the frequency of any one location or action relative to the other ones of the locations or actions as well as adjusting the overall frequency of the location or action in the assembled output file. A time delay 27 to be associated with each action is also visually displayed to the user along with a suitable tool for relative adjustment of the time delays to allow a longer delay to be associated with some actions relative to others. In the instance of basketball, greater time delays may be provided after actions such as shooting to provide an opportunity for a user to retrieve the ball prior to commencing the next action. Alternatively, other drills such as dribbling drills for example require less time delay before prompting the user with another action.

The interface also allows the user to select which location and which actions among the locations and actions stored in the library and displayed on the graphical user interface are to be selected for use in assembling the output file. Selected locations and actions are checked off by the user through the graphical user interface using appropriate indicia 29.

Using the various selections of actions and locations input by the user together with the various user criteria including frequencies and durations of the actions as well as an overall speed/duration 31 of the output file also specified by the user through the graphical user interface, the program assembles a preliminary sequence of action items using a random generator algorithm 26.

Typically, the random generator of the program generates a first preliminary sequence involving a random order of actions with random locations associated with each individual action. Secondly the program applies the user selected criteria to modify the preliminary sequence of actions as required to ensure that the resulting random sequence is actually pseudo-random and still conforms to the user criteria which may include presenting some actions more than others or for greater durations than others as well as associating some locations more than others.

Before recording a resulting audio output file, a preview function 28 of the interface menus permits an overview of the random sequence to be previewed by the user. The preview may comprise a graphical summary of the frequency of the different actions or locations as well as a graphical representation of the overall distribution and randomness of the actions and locations from start to end of the proposed output file. If the user is satisfied with the preview, the user selects record using the record function 30 so that the program assembles the audio cues from the random sequence generated into the resulting output file which may comprise only audio content such as an mp3 file for example or an audio file of other format.

Furthermore, the various video clips associated with the different actions which can be viewed in the preview pane of the user interface can also be associated with the different actions and the random sequence such that the output file includes audio and video content together as a single movie file or mp4 file for example. The program can output the file to allow the file to be saved and stored on the computer memory of the computer device or of the dedicated device.

Alternatively, the output file can be emailed or otherwise transferred to a different device which then plays back the audio file for the user in the created form as many times as the user wishes by simply replaying the file on the other player device.

In addition to saving the audio or video content, the program is also arranged to store the output file in a format which includes embedded content which describes the settings used and a summary of the specific content of the random sequence. This additional descriptive information embedded in the file can be accessed by the program when accessing a previously recorded output file to allow modifying of an existing file. This is accomplished by simply loading an existing or previously recorded output file into the computer program 12 which then displays the user criteria that was used to generate the file through the graphical user interface. The user can then modify any of the criteria as desired and press the record function to generate a new output file having some minor modification relative to a previously generated output file. All of the different output files can collectively be saved to a computer memory for being separately accessed by subsequent playback device.

In the instance of a dedicated device as in FIG. 3, the device typically comprises a housing 40 connected to a suitable mount 42 in the form of a strap and the like to support the device directly on the user. The housing also supports a suitable computing device therein which allows the program 12 to be executed. The computer device 44 includes suitable input buttons 46 on the housing together with a visual display output 48 for displaying the graphical user interface 22 thereon. A speaker 50 also supported on the housing permits the audio content of the output file to be played for the user. The video output 48 can also be used to display video content of the output file when playing.

The program 12 is capable of generating an infinite number of different output files based on the various user criteria entered through the graphical user interface including adding and removing different locations, adding and removing different actions, adjusting the frequency of the locations, adjusting the frequency of the individual actions, adjusting the individual time delay of some actions, adjusting the overall speed of the actions in sequence, adjusting the overall length of the output file, and selecting the output format.

Using alt of the various criteria both selected by the user and some prescribed by the program, the program assembles an output file comprising a sequence of action items in which each item is associated with a respective location individually in a random manner. Typically, each action is presented together with a location as a pair with substantially no delay therebetween as it is to be performed and presented to the user as a single action/location item. The delay between adjacent action location pairs can be random or prescribed collectively. Some of the criteria described by the program instead of being user selected may include certain rules such as preventing the same action from being repeated, for example preventing a shot from being prompted to the user immediately after a previous shot prompted to the user.

As described herein, the present invention is a digitally based athletic skill prompt. It is used by the athlete in the form of an mp3 file, replayed through an mp3 player or other listening device. The invention is a computer driven software that is used to design an athletic program to fit the needs of any individual athlete, no matter of their age, sex or level of playing ability. Combined with numbered targets that are strategically placed within the play area, the present invention allows the coach to easily design and modify the training program of each athlete. The invention incorporates play-like basketball drills that represent fundamental skills such as but not limiting to dribbling, crossover, shoot, lay-up, triple threat, spin as well as a variety of ways to change direction with an appropriate level of cardiovascular fitness. The present invention provides an integrated exercise library and also allows exercise program designer to incorporate custom designed exercises in the program by typing the exercise name and then utilising an integral text to speech engine to produce an audio prompt. The intensity of the exercise program is adjusted by changing the distance between the targets as well as by adjusting frequency and timing between exercises. By choosing appropriate skills and exercises combined with the proper intensity the coach can ensure that athletes are getting fit and that they correctly execute the skills in a game-like fashion at an appropriate level of intensity. The program also ensures that effective training and motivation will continue in the absence of the coach. The invention's random exercise sequence generator is controlled and manipulated by user inputs such as selectable frequency of exercises, relative frequency between exercises and the duration and the interval between exercises. To provide sport specific game-like feel of the exercise program the random generator is also manipulated internally with a set of embedded controls and rules that are not accessible for manipulation by the user. This internal set of controls and rules is what makes one software version better suited for one sport training while other versions are more appropriate for other sports.

Appropriate custom designed and user selectable motivational and instructional prompts are assigned to each exercise and they are called in a random fashion during the exercise. To add to the motivational effect of the training program user can chose from a menu of select voices which may include custom recorded voices of famous athletes or coaches such as Steve Nash or Phil Jackson. The total duration of the exercise program (e.g. 15 min) is predetermined by the program designer. The program also provides a way to preview the exercise program and overview complete sequence of actions, positions and intensity levels before audio file is recorded. Complete summary of the number of actions and positions included in the created exercise program as well as the statistical data specific to the program (such as: “total feet dribbled left hand”) is created and available to print and save as a description of the file. All user input data are stored in the audio file along with sound data enabling consequent editing and modification of the file and the exercise program.

The present invention includes the following advantageous features:

i) the random generation of commands for both location and exercise;

ii) the adjustable capability of the intensity of the work;

iii) the adjustable capability of the time duration of each exercise;

iv) the adjustable capability of the time between exercises;

v) the ability to use as an individual or as a group while maintaining game-like practice;

vi) the ability to ensure balanced practice, (left and right hand skill execution, direction of travel, all skills via direction and from every position, balanced repetition which is measurable);

vii) the ability to have a pre-selected set of skills relative to desired outcomes;

viii) the ability to use integrate library of exercises in form of video files and transfer it into real-time audio instruction at the time of training;

ix) the ability to create custom exercise using text to speech generator;

x) the choice from menu of voices including custom recorded voices;

xi) a pseudo-random sequence by manipulation of randomness by user input, the input being adjustment of frequencies and relative frequencies between exercises

xii) a pseudo-random sequence by internal embedded controls and rules not accessible to the user make one version better suited for one sport while other versions are more appropriate for other sports and they help create game-like feel of the exercise program specific to each individual sport;

xiii) adjustment of exercise program time intervals, intensities and exercise content at the time of program design before audio file recording and before being used in the training;

xiv) motivational and instructional custom designed prompts are assigned to each exercise and are called during the exercise; and

xv) a visual and/or audio way to preview the exercises program and overview complete sequence of actions, positions and intensity levels before audio file is recorded.

Since various modifications can be made in my invention as herein above described, and many apparently widely different embodiments of same made within the spirit and scope of the claims without department from such spirit and scope, it is intended that all matter contained in the accompanying specification shall be interpreted as illustrative only and not in a limiting sense. 

1. An athletic training method implemented in a computer program, the method comprising: retrieving from a computer memory a plurality of action items representing actions to be performed by a user in which each action item includes a respective audio cue associated therewith which is arranged to instruct a user to perform the action; creating a randomized sequence of the action items according to a user selected criteria; and storing the audio cues associated with the action items of the randomized sequence as audio content in an output file arranged for playback on an audio playback device.
 2. The method according to claim 1 including creating the randomized sequence of the action items according to the user selected criteria by creating a preliminary sequence of the action items having a random order and then modifying the preliminary sequence into the randomized sequence such that the user selected criteria is met.
 3. The method according to claim 2 including modifying the preliminary sequence into the randomized sequence such that both the user selected criteria and a prescribed criteria of the computer program are met.
 4. The method according to claim 1 including retrieving from the computer memory a plurality of locations representing a designated location for the actions to be performed by the user and associating each individual action item in the randomized sequence with one of the plurality of locations.
 5. The method according to claim 1 including storing descriptive content in the output file in which the descriptive content identifies the randomized sequence of action items used to form the output file.
 6. The method according to claim 5 including receiving modified criteria from the user subsequent to creating the output file, modifying the randomized sequence of action items obtained from the descriptive content of the output file such that the modified criteria is met, and creating a new output file corresponding to the modified criteria.
 7. The method according to claim 1 including storing a plurality of different output files corresponding to different user selected criteria in a computer storage device.
 8. The method according to claim 1 including creating the randomized sequence of the action items according to the user selected criteria comprising a designated frequency of each of the action items in the randomized sequence.
 9. The method according to claim 1 including creating the randomized sequence of the action items according to the user selected criteria comprising a designated frequency of some of the action items relative to other ones of the action items in the randomized sequence.
 10. The method according to claim 1 including creating the randomized sequence of the action items according to the user selected criteria comprising a designated duration of each of the action items in the randomized sequence.
 11. The method according to claim 1 including creating the randomized sequence of the action items according to the user selected criteria comprising a duration of the audio content of the output file.
 12. The method according to claim 1 including associating some of the action items with a duration which is greater than other ones of the action items.
 13. The method according to claim 1 including associating a random duration with individual ones of the action items in the randomized sequence.
 14. The method according to claim 1 including retrieving user selected action items from the plurality of action items and only including the user selected action items in the randomized sequence.
 15. The method according to claim 1 including storing new action items customized by the user with the plurality of action items in the computer memory prior to retrieving the action items for use in the randomized sequence.
 16. The method according to claim 1 including defining the audio cues as text and generating the audio content in the output file using a text-to-speech algorithm.
 17. The method according to claim 1 including defining each audio cue as a recorded audio file associated with the respective action item.
 18. The method according to claim 1 including retrieving the user selected criteria from the user through a web-based interface.
 19. The method according to claim 1 including associating a video file with each action item which represents the action to be performed by the user and arranging the video files of the user to view the video files through a user interface through which the user selected criteria is arranged to be received from the user.
 20. The method according to claim 1 including displaying characteristics of the randomized sequence to the user prior to storing the audio cues in the output file.
 21. A computer program executable in a computer device comprising instructions adapted to cause the computer device to: retrieve from a computer memory a plurality of action items representing actions to be performed by a user in which each action item includes a respective audio cue associated therewith which is arranged to instruct a user to perform the action; create a randomized sequence of the action items according to a user selected criteria; and store the audio cues associated with the action items of the randomized sequence as audio content in an output file arranged for playback on an audio playback device.
 22. A training device comprising: a portable housing; an audio output supported by the housing; and a computing device supported in the housing and being adapted to: retrieve from a computer memory a plurality of action items representing actions to be performed by a user in which each action item includes a respective audio cue associated therewith which is arranged to instruct a user to perform the action; create a randomized sequence of the action items according to a user selected criteria; and identify the audio cue associated with each action item of the randomized sequence; and output the audio cues as audio content to the user through the audio output. 